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225 lines
6.6 KiB
225 lines
6.6 KiB
15 years ago
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/*
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This file is part of the KDE games library
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Copyright (C) 2001-2002 Andreas Beckermann (b_mann@gmx.de)
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Copyright (C) 2001 Martin Heni (martin@heni-online.de)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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#ifndef __KGAMECHAT_H__
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#define __KGAMECHAT_H__
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#include <tqstring.h>
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#include "kchatbase.h"
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#include <kdemacros.h>
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class KPlayer;
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class KGame;
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class KGamePropertyBase;
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class KGameChatPrivate;
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/**
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* @short A Chat widget for KGame-based games
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*
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* Call @ref setFromPlayer() first - this will be used as the "from" part of
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* every message you will send. Otherwise it won't work! You can also use the
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* fromPlayer parameter in the constructor though...
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*
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* @author Andreas Beckermann <b_mann@gmx.de>
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**/
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class KDE_EXPORT KGameChat : public KChatBase
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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/**
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* Construct a @ref KGame chat widget on @p game that used @p msgid for
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* the chat message. The @p fromPlayer is the local player (see @ref
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* setFromPlayer).
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**/
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KGameChat(KGame* game, int msgid, KPlayer* fromPlayer, TQWidget * parent);
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/**
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* @overload
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* To make use of this widget you need to call @ref setFromPlayer
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* manually.
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**/
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KGameChat(KGame* game, int msgId, TQWidget* parent);
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/**
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* @overload
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* This constructs a widget that is not usable. You must call at least
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* setGame, setFromPlayer and setMessageId manually.
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* @since 3.2
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**/
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KGameChat(TQWidget* parent);
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virtual ~KGameChat();
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enum SendingIds {
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SendToGroup = 1
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};
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/**
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* This sets the fromPlayer to @p player. The fromPlayer is the
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* player that will appear as "from" when you send messages through this
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* widget.
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* @param player The player of this widget
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**/
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void setFromPlayer(KPlayer* player);
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KPlayer* fromPlayer() const;
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/**
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* Set the @ref KGame object for this chat widget. All messages will be
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* sent through this object. You don't have to implement any send
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* functions, just call this function, call @ref setFromPlayer and be
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* done :-)
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* @param g The @ref KGame object the messages will be sent through
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**/
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void setKGame(KGame* g);
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KGame* game() const;
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/**
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* @return The id of the messages produced by KGameChat. The id will be
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* used in @ref KGame as parameter msgid in the method @ref KGame::sendMessage
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**/
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int messageId() const;
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/**
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* Change the message id of the chat widget. It is recommended that you
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* don't use this but prefer the constructor instead, but in certain
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* situations (such as using this widget in TQt designer) it may be
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* useful to change the message id.
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*
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* See also @ref messageId
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* @since 3.2
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**/
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void setMessageId(int msgid);
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/**
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* reimplemented from @ref KChatBase
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* @return @ref KPlayer::name() for the player set by @ref setFromPlayer
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**/
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virtual const TQString& fromName() const;
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public slots:
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virtual void addMessage(const TQString& fromName, const TQString& text) { KChatBase::addMessage(fromName, text);}
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virtual void addMessage(int fromId, const TQString& text);
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void slotReceiveMessage(int, const TQByteArray&, TQ_UINT32 receiver, TQ_UINT32 sender);
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protected:
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/**
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* @param id The ID of the sending entry, as returned by @ref
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* KChatBase::sendingEntry
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* @return True if the entry "send to all" was selected, otherwise false
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**/
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bool isSendToAllMessage(int id) const;
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/**
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* Used to indicate whether a message shall be sent to a group of
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* players. Note that this was not yet implemented when this doc was
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* written so this description might be wrong. (FIXME)
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* @param id The ID of the sending entry, as returned by @ref
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* KChatBase::sendingEntry
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* @return True if the message is meant to be sent to a group (see @ref
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* KPlayer::group), e.g. if "send to my group" was selected.
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**/
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bool isToGroupMessage(int id) const;
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/**
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* Used to indicate whether the message shall be sent to a single player
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* only. Note that you can also call @ref isSendToAllMessage and @ref
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* isToGroupMessage - if both return false it must be a player message.
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* This behaviour might be changed later - so don't depend on it.
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*
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* See also toPlayerId
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* @param id The ID of the sending entry, as returned by
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* KChatBase::sendingEntry
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* @return True if the message shall be sent to a special player,
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* otherwise false.
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**/
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bool isToPlayerMessage(int id) const;
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/**
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* @param id The ID of the sending entry, as returned by
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* KChatBase::sendingEntry
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* @return The ID of the player (see KPlayer::id) the sending entry
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* belongs to. Note that the parameter id is an id as returned by ref
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* KChatBase::sendingEntry and the id this method returns is a
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* KPlayer ID. If isToPlayerMessage returns false this method
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* returns -1
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**/
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int playerId(int id) const;
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/**
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* @param playerId The ID of the KPlayer object
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* @return The ID of the sending entry (see KChatBase) or -1 if
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* the player id was not found.
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**/
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int sendingId(int playerId) const;
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/**
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* @return True if the player with this ID was added before (see
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* slotAddPlayer)
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**/
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bool hasPlayer(int id) const;
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/**
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* @param name The name of the added player
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* @return A string that will be added as sending entry in @ref
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* KChatBase. By default this is "send to name" where name is the name
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* that you specify. See also KChatBase::addSendingEntry
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**/
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virtual TQString sendToPlayerEntry(const TQString& name) const;
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protected slots:
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/**
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* Unsets a KGame object that has been set using setKGame
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* before. You don't have to call this - this is usually done
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* automatically.
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**/
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void slotUnsetKGame();
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void slotPropertyChanged(KGamePropertyBase*, KPlayer*);
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void slotAddPlayer(KPlayer*);
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void slotRemovePlayer(KPlayer*);
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/**
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* Called when KPlayer::signalNetworkData is emitted. The message
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* gets forwarded to slotReceiveMessage if @p me equals
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* fromPlayer.
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**/
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void slotReceivePrivateMessage(int msgid, const TQByteArray& buffer, TQ_UINT32 sender, KPlayer* me);
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protected:
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virtual void returnPressed(const TQString& text);
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private:
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void init(KGame* g, int msgid);
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private:
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KGameChatPrivate* d;
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};
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#endif
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